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image with texture wouldn't redraw - question #111
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Hi @marben,
So currently, the only way to achieve an update is to re-call Cheers, |
Ok, I see. So I assume i need to call Thanks, |
Assume no for now. This is cruft I want to remove, as we shouldn't have ref-counting on any public interface. I'm on vacation at the moment, but I'll make an effort to remove the release logic from the texture and canvas public interfaces when I get back.
Yes. Calling SetTexture will trigger an internal redraw. Redraw is only public on the Container interface so that a child can propagate the redraw up the parent hierarchy. |
Ok, |
Currently, if I don't call texture.Release() in case of repeated call to driver.CreateTexture(), memory will leak until GL_OUT_OF_MEMORY is thrown. https://github.com/tpng/emulator8080/commit/189a57703907f4e2a9f2e71a3e13f7d541841a3d |
Reopening for the Release issue. |
I am probably missing something, but I can't get an image with attached texture to redraw.
My code follows:
The red pixel:
is correctly drawn.
However the green pixel in OnMouseDown doesn't appear on the screen after a click.
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